/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h
void Init ( [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent) * InComponent, const [FString](API\Runtime\Core\Containers\FString) & InAssetPath, const [FString](API\Runtime\Core\Containers\FString) & InAssetName, const [FAnimationRecordingSettings](API\Runtime\Engine\Animation\FAnimationRecordingSettings) & InSettings )